spiritbreaker being able to towerdive any lane through overwhelming force at level 6 was kinda ridic
even if you managed to tp in a support, he'd still get his full combo off, kill his target, then still escape due to his crazy base survivability
[editline]17th August 2014[/editline]
and now that hes lost it, what he needs is a boost to his lategame
[QUOTE=Rarara;45714416]Him and [B]Huskar[/B] are currently contenders for being the worst dota 2 hero[/QUOTE]
dude what
Spirit Breaker
-base strength reduced to 25
-base intelligence increased to 18, and intelligence gain is 2
-base 290 movement speed still
-Has no movement speed cap
Q - Charge of Darkness
Charges at the enemy like normal, but instead of going at a set speed, he gains bonus % speed
180%/220%/260%/300%
45/40/35/30 second cooldown
W - Spiritual Relocate
Select an enemy hero and pass your spirit through them and appear on the other side, silencing the target for a period of time and applying Greater Bash to them. Enemy heroes in a radius also receive greater bash and a silence for half of the duration.
Whole Silence: 1/2/3/4 seconds
Half Silence: 0.5/1/1.5/2 seconds
Radius: 300/400/500/600 units
100 mana cost
40/35/30/25 second cooldown
Greater Bash is unchanged
R - Break Spirit
Breaks the spirit of the enemy targeted hero, dealing damage to them and disarming them. Disarm cannot be purged.
250/450/650 magical damage initial damage
additional bonus pure damage based on movement speed
6/8/10 disarm duration
At level 2, the target is slowed for 4 seconds by 20%
At level 3, the target is slowed for 5 seconds by 25%
60/50/40 second cooldown
120/160/200 mana cost
In addition to the active of the ult, it also comes with a passive (Spiritual Energy) where every time Spirit Breaker kills someone, he gains a temporary movement speed and strength boost for a period of time
30/50/70 bonus movement speed
5/8/12 bonus strength
14/20/30 stack duration.
10 second disarm + slow effect + on-kill buff tied to a (melee?) laguna blade
ru for jokingly
That'd be a good way to make a very fucking OP hero.
spirit breaker's abilities other than his bash are fine anyway, they're not really what need changing IMO, except for maybe a slightly shorter cooldown on his Q
[QUOTE=Hammernipples;45718588]spirit breaker's abilities other than his bash are fine anyway, they're not really what need changing IMO, except for maybe a slightly shorter cooldown on his Q[/QUOTE]
They should reduce the cooldown on his ulti significantly and maybe reduce mana cost, since the entire point of his ultimate is to allow him to chase down his victim after charging if he doesn't get lucky bashes it's silly to have such a high cooldown.
just give him a lower BAT, a higher proc for bash, and make it pseudo random and the hero will be fine. the hero isn't very mana intensive so lowering the mana cost on his ult will do next to nothing. a lower CD on his ult would allow him to gank more often though and it would help make the hero more relevant.
[QUOTE=DesumThePanda;45720815]just give him a lower BAT, a higher proc for bash, and make it pseudo random and the hero will be fine. the hero isn't very mana intensive so lowering the mana cost on his ult will do next to nothing. a lower CD on his ult would allow him to gank more often though and it would help make the hero more relevant.[/QUOTE]
He's not mana intensive in the slightest, but when he has spent some mana it's gone forever unless he runs into arcanes allies, also with lower cooldown ulti that you want to use in all fights he naturally spends more mana.
[QUOTE=Rarara;45718533]That'd be a good way to make a very fucking OP hero.[/QUOTE]
Well if it was toned down a bit and finely tuned I think it'd be fine.
[QUOTE=Coffee;45722943]Well if it was toned down a bit and finely tuned I think it'd be fine.[/QUOTE]
I thought you were joking... Heavily...
Your suggestion for charge makes it have rank 4/5/6/7 instead of rank 1/2/3/4 (since at rank 1 it matches the movespeed of current rank 4)
Your suggestion for his W is better than his ultimate with scepter upgrade right now (since it's AoE, faster, and silences, do you have any idea how far 600 radius is?)
Your suggestion for his ultimate is a scepter upgraded finger of death that also disarms and slows you.
Gaining buffs from killing things doesn't fit the hero design or theme.
[B]Charge of Darkness[/B]
Charge speed from 600/650/700/750 to 600/675/750/825
Now moves at a set speed or at 175% of your current movement speed, whichever is faster. (with 570 movement speed, charge speed would be 997.5)
[B]Empowering Haste[/B]
Now is 50% stronger for Spirit Breaker. Increases maximum movement speed limit for Spirit Breaker, but not for allies.
Maximum speed: 534/546/558/570 (+12/24/36/48 max speed)
Self speed: 9/15/21/27%
Allied speed: 6/10/14/18%
Aura radius: 900
[B]Greater Bash[/B]
Chance from 17% to 20%
No longer has cooldown
[B]Nether Strike[/B]
Aghanim's Scepter: Main target is now s truck by 2 greater bashes, rather than just 1
More ideas for Spirit Breaker:
Greater Bash percent of movement speed as bash damage rescaled to 20%/30%/40%/50%.
Greater Bash bonus movement speed on bash proc can allow him to go over max speed limit.
Greater Bash chance rescaled to 10%/15%/20%/25%.
Greater Bash cooldown removed.
Other idea:
Drow Ranger's Frost arrows now stack with Lifesteal.
i dont even get why greater bash has a cooldown in the first place
he attacks so slow early on that its impossible to overlap it, all it does is further hit his incredibly weak lategame
maybe it was a wc3 limitation though
[QUOTE=Anonymuzz;45723656]i dont even get why greater bash has a cooldown in the first place
he attacks so slow early on that its impossible to overlap it, all it does is further hit his incredibly weak lategame
maybe it was a wc3 limitation though[/QUOTE]
My only theory is that when a bash is proc'd it gives him a movespeed buff and maybe the movespeed buff cannot be given in stacks so the cooldown guarantees that he cannot proc more than one at once.
Broodmother.
Spin web now functions on a charge system. 1/2/3/4 charges, and charges replenish after 45/40/35/30 seconds, or something like that.
Alternatively, give broodmother multiple instances of her spin web skill that all have independent cooldowns, sort of like how shadow raze behaves. Have each one have a 1-2 minute cooldown, and give her 2-4 instances of the skill. Maybe even have the number of instances increase as you level the web, like 2/2/3/4 or something, while also increasing the cooldown on the instances.
The second one in particular lets her quickly setup a nest anywhere after a lane transfer, or a tower push, but still locks her to an area for some time once she decides to make camp. A charge system doesn't really truly lock her to one location for as long because she can still immediately throw down a web elsewhere as soon as she gets the first charge. Both ideas just have the same delay in being able to rapidly throw down 3-4 webs again.
[QUOTE=Anonymuzz;45723656]i dont even get why greater bash has a cooldown in the first place
he attacks so slow early on that its impossible to overlap it, all it does is further hit his incredibly weak lategame
maybe it was a wc3 limitation though[/QUOTE]
Probably so if you got enough attack speed to attack once every 0.34 seconds (before his BAT was changed to 2.0), with luck you might have been bashing so often that the knockback causes you to keep running to catch the enemy, spending time walking instead of attacking.
It was changed to 1.9 not 2.0.
[QUOTE=Bordellimies;45724270]Probably so if you got enough attack speed to attack once every 0.34 seconds (before his BAT was changed to 2.0), with luck you might have been bashing so often that the knockback causes you to keep running to catch the enemy, spending time walking instead of attacking.[/QUOTE]
that doesn't make sense as you'd have to walk to him again to bash him again
[QUOTE=Samiam22;45724649]that doesn't make sense as you'd have to walk to him again to bash him again[/QUOTE]
I mean SB hits slow and hard rather than weak but fast, so the tiny bit of walking he has to do with each bash doesn't really matter all that much. If he would attack at very high speeds with no cooldown on bash, frequent bashes would mean he'd have to keep walking more and more, spending time that would otherwise have been spent attacking.
Cooldown on it also allows it to deal higher damage since you can't bash as often, with max movespeed it deals 208 damage, more than other bashes, further emphasising the hit-hard-but-slow theme he has.
Note that with magic resistance that is about 156~.
It isn't really worth buying sange&yasha+boots of travel on him [B]to just be[/B] a racecar/basher.
Probably would get more out of Daedalus or MKB.
not Daedalus, since you don't get crits off of bashes and his regular attack damage is crap and MKB is situational, but a quick AC will actually do you more because he still scales best off of attack speed, simply due to the way bashes fundamentally work
but BKB is a necessary first item on him and AC, although nice, is a mid/late game item much like MKB that SB probably won't/can't get
At night NS receives a constant phase boot active.
[B]SHRAPNEL[/B]
Fires a ball of shrapnel that showers the target area in explosive pellets. Pellets slow enemies and increase damage they take from Kardel's attacks. Slow increases with time.
[B]range[/B] 1800
[B]radius[/B] 300 325 350 375
[B]duration[/B] 9
[B]base slow[/B] 15%
[B]damage increase[/B] 10% 15% 20% 25%
[B]slow per second[/B] 2%
*Debuffs last for 1 second after exiting the AOE.
*There's a 1.1 second delay before Shrapnel takes effect on the targeted area (0.3 second animation + 0.8 delay).
*Slow goes through Magic Immunity but damage amplify doesn't.
*Provides vision.
*Can slow up to 33%.
is this balanced somehow?
Necrophos
Hearthstopper Aura
Damage varies depending on distance from Necrophos
For Heroes:
1500 radius = 0.1%/0.15%/0.2%/0.25%
1200 radius = 0.2%/0.3%/0.4%/0.5%
900 radius = 0.35%/0.45%/0.55%/0.65%
600 radius = 0.7%/0.8%/0.9%/1%
400 radius = 0.8%/0.9%/1%/1.1%
300 radius = 0.9%/1%/1.1%/1.2%
200 radius = 1%/2%/3%/4%
100 radius = 3%/4%/5%/6%
For creeps:
600 radius = 1%/1.1%/1.2%/1.3%
300 radius = 1.3%/1.35%/1.45/1.5%
For ancients:
400 radius = 0.5%/0.7%/0.9%/1.1%
200 radius = 0.7%/1%/1.3%/1.6%
For Roshan:
250 radius = 50 base universal damage + 1%/2%/3%/4% hp removal
will always attract aggro of roshan
only affects roshan while in rosh pit
looks like it'd be an overall nerf to the aura aside from the Roshan thing, since Necro has no way to keep people close to him for the 200-100 radius numbers to matter (why does it drop off so heavily at 300 radius?)
[QUOTE=Hammernipples;45857797]looks like it'd be an overall nerf to the aura aside from the Roshan thing, since Necro has no way to keep people close to him for the 200-100 radius numbers to matter (why does it drop off so heavily at 300 radius?)[/QUOTE]
It'd be OP because now he can kill Roshan very easily very early and as Necro your goal is to be hugging people at all times anyway, being within 300 or lower radius happens a lot. Would also be super good against melee heroes.
[QUOTE=Coffee;45857432]Necrophos
Hearthstopper Aura
Damage varies depending on distance from Necrophos
For Heroes:
1500 radius = 0.1%/0.15%/0.2%/0.25%
1200 radius = 0.2%/0.3%/0.4%/0.5%
900 radius = 0.35%/0.45%/0.55%/0.65%
600 radius = 0.7%/0.8%/0.9%/1%
400 radius = 0.8%/0.9%/1%/1.1%
300 radius = 0.9%/1%/1.1%/1.2%
200 radius = 1%/2%/3%/4%
100 radius = 3%/4%/5%/6%
For creeps:
600 radius = 1%/1.1%/1.2%/1.3%
300 radius = 1.3%/1.35%/1.45/1.5%
For ancients:
400 radius = 0.5%/0.7%/0.9%/1.1%
200 radius = 0.7%/1%/1.3%/1.6%
For Roshan:
250 radius = 50 base universal damage + 1%/2%/3%/4% hp removal
will always attract aggro of roshan
only affects roshan while in rosh pit[/QUOTE]
This might be okay if you capped the closeness increase at the 300 one and removed and Roshan bonuses.
Heartstopper Aura
the dps should be a base [B]5 pure + 0,3/0,4/0,5/0,6 %[/B] of units health
what about active skill? necrolyte will [B]steal x% of units life[/B](hp removal non lethal) for a few seconds and return it back later
passive health remove cannot affect unit with hp drained while the radius of removal decreases by half
(e.g from 800 to 400)
You can't make heartstopper deal pure damage or it would cancel effects like salve or clarity potions, and put blinkdagger on CD.
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